diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index 9f2294ecb0..0dba8b90ba 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -2405,7 +2405,8 @@ local effectList = { [128] = function(caster, target, args, interval, skill) local pro = args[1] local round = args[2] - BattleLogic.WaitForTrigger(interval, function () + BattleLogic.WaitForTrigger(interval, function () + --LogError("teamdamage=="..caster.teamDamage.." pro=="..pro.." round=="..round) local damage=floor(caster.teamDamage*pro)+round BattleUtil.FinalDamageCountShield(nil,caster, target,damage) end) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/HOT.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/HOT.lua index 1592d597a3..1fb3e144b2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/HOT.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/HOT.lua @@ -37,10 +37,10 @@ function HOT:OnTrigger() value=0 end if self.healValue-value>0 then - if target.bloodShield then - target.bloodShield:AddValue(self.healValue-value) + if self.target.bloodShield then + self.target.bloodShield:AddValue(self.healValue-value) else - target:AddBuff(Buff.Create(self.caster,BuffName.Blood,0,self.healValue-value)) + self.target:AddBuff(Buff.Create(self.caster,BuffName.Blood,0,self.healValue-value)) end end else diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua index c459156242..af8db45bbb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua @@ -174,6 +174,7 @@ BattleEventName = { HitRoleInBurn = indexAdd(), --击中在燃烧状态得敌人 ActionOperateAngerBefore =indexAdd(),--角色行动操作怒气前 BloodValueChange = indexAdd(), --御甲只发发生改变 + CheckLiZhanZhiQu = indexAdd(),--检测历战之躯 } BattleMaxFrame = 1000000 @@ -207,7 +208,7 @@ RoleDataName = { DarkDamageReduceFactor = indexAdd(), --暗系伤害减免系数(%) ElementDamageBocusFactor = indexAdd(), --属性伤害加成系数(%) InitRage = indexAdd(), --初始怒气值 - CheckLiZhanZhiQu = indexAdd(),--检测历战之躯 + } BuffName = { diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 08e3d85424..96907c8e52 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -750,6 +750,13 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy realDamage=math.abs(defRole.bloodShield:CountBloodValue(damage)) -- damage=realDamage end + --检测历战之躯 + -- 造成的最终伤害 + local damagingFunc = function(dmgDeduction) + realDamage = realDamage - dmgDeduction + damage=realDamage + end + defRole.Event:DispatchEvent(BattleEventName.CheckLiZhanZhiQu, damagingFunc, atkRole, realDamage, skill, dotType, bCrit, damageType,isDirect) --御甲过滤后的伤害只会处理扣血 by: wangzhenxing shihongyi 2021/09/27 local finalDmg = defRole.data:SubValue(RoleDataName.Hp,realDamage) if finalDmg >= 0 then diff --git a/Assets/ManagedResources/~Lua/Modules/JumpServer/JumpServerManager.lua b/Assets/ManagedResources/~Lua/Modules/JumpServer/JumpServerManager.lua index 0703b82ecb..c6c44ae6ca 100644 --- a/Assets/ManagedResources/~Lua/Modules/JumpServer/JumpServerManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/JumpServer/JumpServerManager.lua @@ -246,6 +246,8 @@ end function this.CheckJumpServerhightLadderMainCityRedPoint() CheckRedPointStatus(RedPointType.JumpServer_HightLadder_Worship) CheckRedPointStatus(RedPointType.JumpServer_HightLadder_HaveMianFeiPanel) + -- 检测七界试炼红点 + CheckRedPointStatus(RedPointType.QiJieShiLian) end --剩余免费挑战次数红点 function this.JumpServerHightLadderMianFeiNumRedPoint()